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Dyv3-07

Dock Work
A One Round D&D LIVING GREYHAWK
Dyvers Regional Adventure

by Matt Maddy
Triad Edit: Phil Thompson
Circle Edit: David Christ

The sounds of construction are everywhere in the city, but nowhere are they more deafening than the dock district.
Still, it is an awesome sight to behold a construction job this large. With all the populace united in this work effort,
what could possibly go wrong? An adventure for characters level 1-12.

Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

This game product contains no Open Game Content. No portion of this work may be reproduced in any
form without permission of the author. To learn more about the Open Gaming License and the d20
system license, please visit www.wizards.com/d20
DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the
Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED.
This scenario is intended for tournament use only and may not be reproduced without approval of the
RPGA Network.

Introduction
This is an RPGA Network scenario for the Dungeons &
Dragons game. A four-hour time block has been allocated
for each round of this scenario, but the actual playing time
will be closer to three and a half hours. The rest of the time
is spent in preparation before game play, and scoring after
the game. The following guidelines are here to help you
with both the preparation and voting segment of the game.
Read this page carefully so that you know and can
communicate to your players the special aspects of playing
an RPGA scenario.

Preparation
First you should print this scenario. This scenario was
created to support double-sided printing, but printing it
single sided will work as well. There is enough room along
the inside margin to bind the adventure, if you desire.
Read this entire adventure at least once before you run
your game. Be sure to familiarize yourself with any special
rules, spells, or equipment presented in the adventure. It
may help to highlight particularly important passages.
When you run an RPGA D&D adventure we assume that
you have access to the following books: the Players
Handbook, the Dungeon Masters Guide, and the Monster
Manual. We also assume that you have a set of dice (at least
one d4, d6, d8, d10, d12, and d20), some scrap paper, a
pencil, an RPGA scoring packet, and your sense of fun. It is
also a good idea to have a way to track movement during
combat. This can be as simple as a pad of graph paper and a
pencil, as handy as a vinyl grid map and chits, or as
elaborate as resin dungeon walls and miniatures.
Instruct the players either to prepare their characters now,
or wait until you read the introduction, depending on the
requirements of the scenario as described in the
introduction.
Keep in mind that you must have at least three players (not
counting the DM), for the game session to be a sanctioned
RPGA event. As well, you cannot have more than six
players participating in the game.
Once you are ready to play, it is handy to instruct each
player to place a nametag in front of him or her. The tag
should have the players name at the bottom, and the
characters name, race, and gender at the top. This makes it
easier for the players (and the DM) to keep track of who is
playing which character.
The players are free to use the game rules to learn about
equipment and weapons their characters are carrying. That
said, you as the DM can bar the use of even core rulebooks
during certain times of play. For example, the players are
not free to consult the Dungeon Masters Guide when
confronted with a trap or hazard, or the Monster Manual
when confronted with a monster.

Dock Work

Some of the text in this scenario is written so that you may


present it as written to the players, while other text is for
your eyes only. Text for the players will be in gray boxes.
Its strongly recommended that you paraphrase the player
text instead of reading it aloud. Some of this text is general
and must be adapted to the specific situation or to actions
of the player characters.

Reporting
After the players have completed the scenario or the time
allotted to run the scenario has run out, the players and
DM fill out a reporting form. After the form is filled out
it should be given to the senior DM.

Living Greyhawk
This is a LIVING GREYHAWK Adventure. As a LIVING
adventure it is expected that players bring their own
characters with them. If players do not have a LIVING
GREYHAWK character generated, get a copy of the
current LIVING GREYHAWK character generation
guidelines, and a character sheet from your convention
coordinator or the RPGA Web site, ant then have any
players without a character create on. Once all players
have a LIVING GREYHAWK character, play can begin.
Along with the other materials that you are assumed to
have in order to run a D&D game, it is also recommended
that you have a copy of the LIVING GREYHAWK

Gazetteer.

Living Greyhawk Levels of Play


Because players bring their own characters to LIVING
GREYHAWK games, this adventures challenges are
proportioned to the average character level of the PCs
participating in the adventure. To determine the Average
Party Level (APL):
1. Determine the character level for each of the PCs
participating in the adventure.
If PCs bring animals that have been trained for
combat (most likely being war horses, dogs trained for
war), other than those brought by virtue of a class ability
(i.e. animal companions, familiars paladins mounts, etc)
use the sidebar chart to determine the number of levels
you add to the sum above. Add each characters animals
separately. A single PC may only bring four or fewer
animals of this type, and animals with different CRs are
added separately.
Sum the results of 1 and 2, and divide by the number
of characters playing in the adventure. Round to the
nearest whole number.
If you are running a table of six PCs, add one to that
average.

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Advise characters to buy riding dogs to help protect


them, and fight for them. All riding dogs are considered
trained to attack. PCs who want their dogs to attack must
succeed at a Handle Animal or Charisma check (DC 10).
Failure indicates that the animal will not attack that
round. This is a free action (spoken command) that may
be attempted each round. If an animal loses half or more
hp in a single round it flees, unless another check is
successful.

Living Greyhawk Levels of Play


Because players bring their own characters to LIVING
GREYHAWK games, this adventures challenges are
proportioned to the average character level of the PCs
participating in the adventure. To determine the Average
Party Level (APL):
1.

Determine the character level for each of the


PCs participating in the adventure.

2.

If PCs bring animals that have been trained for


combat (most likely being war horses, dogs
trained for war), other than those brought by
virtue of a class ability (i.e. animal companions,
familiars paladins mounts, etc) use the
following chart to determine the number of
levels you add to the sum above. Add each
characters animals separately. A single PC may
only bring four or fewer animals of this type,

Dock Work

3.

4.

and animals with different CRs are added


separately
Sum the results of 1 and 2, and divide by the
number of characters playing in the adventure
round up.
If you are running a table of six PCs, add one to
that average.

By following these four steps, you will have determined


the
APL.
Throughout
this
Mundane
# of Animals
Animals Effect
adventure,
APLs
on APL
categorize the level
2
3
1
of challenge the PCs
1/4 & 1/6
0
0
0
will face. APLS are
given in even1/3 & 1/2
0
0
1
numbered
1
1
1
2
increments. If the
APL of your group
2
2
3
4
falls on an odd
3
3
4
5
number, ask them
before
the
4
4
6
7
adventure
begins
5
5
7
8
whether they would
like to play a harder
6
6
8
9
or easier adventure.
7
7
9
10
Based on their
choice, use either
the higher or the lower adjacent APL.
APL also affects the amount of experience you may
gain at the end of the adventure. If your character is three
character levels or more either higher or lower than the
APL this adventure is being played at, that character will
receive only half of the experience points awarded for the
adventure. This simulates the face that either your
character was not as challenged as normal, or relied on
help by higher-level characters to reach the objectives.
CR of Animal

By following these four steps, you will have determined


the APL. Throughout this adventure, APLs categorize the
level of challenge the PCs will face. APLS are given in
even-numbered increments. If the APL of your group
falls on an odd number, ask them before the adventure
begins whether they would like to play a harder or easier
adventure. Based on their choice, use either the higher or
the lower adjacent APL.
APL also affects the amount of experience you may gain
at the end of the adventure. If your character is three
character levels or more either higher or lower than the
APL this adventure is being played at, that character will
receive only half of the experience points awarded for the
adventure. This simulates the face that either your
character was not as challenged as normal, or relied on
help by higher-level characters to reach the objectives.
Note: LIVING GREYHAWK adventures are designed for
APL 2 and higher. Three or four, or sometimes even five
1st-level characters may find difficulty with the challenges
in a LIVING GREYHAWK adventure. If your group is
APL 1 there are three things that you can do to help even
the score.
2. Attempt to create a table of six 1st-level characters, or
try to enlist higher-level characters to play at that
table.

Time Units and Upkeep


This is a standard 1-round Regional adventure, set in
Dyvers. Characters native to Dyvers pay one Time Unit
per round, all others pay two Time Units per round.
Adventurers Standard Upkeep costs 12gp per round.
Rich Upkeep costs 50gp per round. Luxury Upkeep costs
100gp per round.

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4
1
1
3
5
6
8
9
10
11

The Current Effect of the Dock Fire on the


Populace of the Free and Independent City
of Dyvers
At this point in time, the Free and Independent City of
Dyvers continues to rebuild from the massive fire in the
dock district. Although the Magister and Gentry have
tried their best to aid the displaced and shore up the
economy, prices have begun to rise. (Any item
purchased in this scenario is 30% above normal
value.) The poor are present almost everywhere (Use
Optional Encounter #1: Displaced People) except the
Gentry District, and will possibly ask the PCs for aid. Use
this to add flavor during the adventure, but dont let it
bog down the event. PCs paying Rich and Luxury
lifestyles receive reverse the normal charisma modifiers
from both the poor and the gentry, unless they have
aided the poor (Donated at least 3 GP per APL each) in
Dyvers hour of need.
The newly created homeless are unruly and angry about
their situation, and will be belligerent with anyone
refusing to aid the homeless. They are also desperate
enough to mob anyone who seems to be extravagant in
their donation.

Using Divination Spells in This


Module
Due to the priesthood receiving numerous requests
for aid from the victims of the Dock District fire, they are
unable and unwilling to waste spell slots for divination
spells, since more readily useful ones can be cast. This is
because they feel the homeless are more worthy of their
efforts, and are to some extent afraid of the negative
publicity coming from helping the Gentry over the
common soul.

Adventure Summary and


Background
As the PCs are admiring the dock construction effort, a
nearby dock begins to collapse. The PCs have the
opportunity to help save several victims of the accident,
and possibly prevent the collapse. Afterwards, the
foreman for the section thanks the PCs and curses the
pier, stating that they have had repeated problems like
this. If the PCs take the time to inspect the pier, they find
evidence of foul play, as the wood has been cut so as to
weaken it.

Dock Work

The foreman will attempt to enlist the PCs help with


night guard duty to prevent further sabotage. He then
asks the PCs to take one of the victims to the cathedral of
Xerbo.
On the way to the church, a mob of dissidents will create
a scene by arguing with the PCs. After dealing with the
mob, they may then reach the cathedral of Xerbo, who
will surprisingly offer to do divinations the next day, and
in the meantime will aid the PCs by offering to cast
water breathing on them when they are guarding the
piers.
If the PCs attempt to keep watch at night over the area,
they will be attacked by one or several crocodiles that try
to attack the pier. The next day, the temple of Xerbo
reveals that the threat to the piers is coming from a
sunken island not far off the coast. The PCs may then
travel to the island in an attempt to defeat the source, but
instead only find elemental minions and a lair marked
with the holy symbol of Xerbo. Afterwards, the PCs are
thanked by the church of Xerbo, who asks that the matter
be kept quiet, due to the threat having links to their
church. Should the PCs agree to keep quiet, the church
rewards them. If the PCs choose to publicize the matter,
the church harbors a dislike for them.

Introduction: The PCs are at the dock district, either


because their guild has sent them to witness the
construction, or they may merely be sightseeing.

Encounter 1: The pier begins to collapse, and the PCs


have the opportunity to save the workers, and perhaps
the pier.

Encounter 2: The foreman mentions the collapse is


suspect, and the PCs find clues to support foul play. The
foreman will attempt to recruit the PCs to help, and send
them to the church of Xerbo to start.

Encounter 3: The PCs are accosted by a mob of


homeless commoners.
Encounter 4: The PCs receive an overwhelming
amount of support from the church of Xerbo.
Encounter 5: The PCs search the water, and find
nothing until the night, when several creatures are
summoned and attack the PCs and the pier.
Encounter 6: The cathedral of Xerbo tells the PCs
where the source of the attacks is.

Encounter 7: The PCs assault the cave that served as


home to the source of the attacks.

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Introduction

Encounter One: Dock Collapse!

The city of Dyvers has been through a tremendous


change recently. Only a year ago, the city was the site
of a disastrous fire that left nothing more than a
charred ruin of the busiest piers, the port authority,
and nearly the entire poor district of the city. For
months thereafter, the city cleared away the ruined
buildings and piers. Rebuilding slowly started, and
construction has steadily increased since then.

Suddenly, there is a thunderous crack of wood


breaking, as a large portion of the main pier, several
hundred feet out, begins to buckle!

In the last week, the construction effort has reached


its peak, and the noise of hammers and saws echoes
across the city from dawn until the early night.
Carpenters work in packs repairing the buildings that
can be salvaged, and constructing new buildings to
replace the ones that had to be demolished.
Meanwhile, the streets are clogged with hundreds of
carts full of wood. The heavy carts crawl slowly
through the mobs of dislocated citizens, bringing the
necessary supplies for the rebuilding effort.

Have the PCs to roll initiative. They only have two


rounds to react, however, since the pier collapses at the
end of the second round. The collapsing section of pier is
40 feet by 20 feet, and is 200 feet out from the shore. The
pier is 10 feet above the water level, the water is 10 feet
deep at the edge of the docks, and the water gets 5 feet
deeper every 10 feet from shore. The water depth levels
out once it reaches 70 feet. (The middle of the collapsing
section is over 70-feet deep water.) Reference Judges
Map #2 for a side view of the Pier.
Allow the PCs to make a spot check on their turn. They
can get the following information, based on their check:
DC 5:

However, on this fine morning your eyes are taking


in the busiest part of the rebuilding effort. As you
stand on Dock street, you can see the swarm of
carpenters, sailors, and laborers as they work with
diligence to repair the main pier. You see a massive
crane in operation, swinging huge, heavy timbers off
of barges and out over the water. As the timbers are
brought above the end of the pier, men on rafts help
guide them into the water, where swimmers further
guide them to the seas bottom to replace the old
support posts. You also see a man walking on the
water, seemingly helping to supervise the effort.
As the crossbeams are lain, and the planks are placed
atop to create the piers, laborers work both on top
and underneath to secure the wood, working with
intense diligence. Already the rebuilt main pier
reaches out at least 400 feet over the Nyr Dyv.
Beyond the construction, you see numerous trade
ships waiting to dock at the smaller piers.
Allow the players to introduce themselves, and make any
casual observations they wish. Let them talk to the
laborers and walk on the pier itself, either to help or to
observe. As soon as anyone begins to leave the docks, or a
player goes 200 feet out onto the pier, proceed to
Encounter One.

Dock Work

There are people on the pier that are falling in


the water.

DC 10:

There are 5 people on the pier that are falling in


the water.
There is someone walking on the water near the
collapse.

DC 15:

There are 5 people on the pier that are falling in


the water.
There are people underneath the pier that are
going to be caught by the collapse.
There is someone walking on the water near the
collapse.

DC 20:

There are 5 people on the pier that are falling in


the water.
There are 3 people underneath the pier that are
going to be caught by the collapse.
There is someone walking on the water near the
collapse. He seems to be heading towards the
workers under the pier.

At the end of the first round, the cleric walking on the


water runs underneath the pier. One of the supports
buckles and collapses. The sections of pier on either side
of this support lean into the water, but are still attached
to the other support, which leans dangerously. Several
laborers atop the pier escape the leaning sections, and
several Laborers underneath the pier are trapped
underneath the sections.

Page 5

At the end of the second round, just before the dock


collapses, the cleric walking on the water climbs to the
trapped workers and casts water breathing on them.
Then, (assuming the PCs dont prevent the collapse,) the
section of the pier collapses. The laborers take damage,
but the Cleric is killed. (the effects of his water walking
cause him to be crushed atop the water, rather than
merely being thrust underwater.)
Asalin: male human Clr5 of Xerbo: hp 23
Laborers: male human Com1: hp ; See Appendix One.

All APLs (EL 3)


Collapsing Pier Trap: CR 3; mechanical; timed
trigger; no reset; Atk +10 melee (3d6); Search (DC 17);
Disable Device (DC 22).
Once the dock section has collapsed, proceed to
encounter two.

Encounter Two: A Closer


Inspection
If any PCs help rescue the endangered laborers, the
laborers will be extremely thankful, showering the
character in compliments. The laborers were either
working on the cross-beams underneath, or on top of the
planks above. They didnt see anything out of the
ordinary, and the supports for that section were lain over
a week ago.
If the PCs swim underwater and clear the wreckage to
look at the support timber, allow them to make a Spot
check (DC 10+APL) to find evidence that the timber was
deliberately sabotaged, as a section of it is cleanly cut. If
they find a way to show the section to one of the
carpenters or the foreman, they will spot the sabotage
right away.
If the PCs talk to the foreman for the pier construction,
he immediately shows concern for the safety of all the
laborers. Once all the laborers are safe, he will notice the
cleric is missing as well, and start searching for him.
Once the laborers and the cleric are accounted for, he
will be amenable to talk about other subjects. He curses
the accident, and exclaims, if these accidents keep
happening, well never get finished! If the PCs ask
what he means by these accidents he explains that they
have had two collapses, a shark attack, and a broken crane
in the last week. The foreman believes the accidents to
be the result of the breakneck pace of the construction.

Dock Work

However, he is starting to get much more suspicious. He


tells the PCs that he doesnt think anyone on the working
crew could have sabotaged anything during the day, as
the site is too busy for them not to have been noticed.
However, he may need to increase the number of guards
watching the pier at night. If the PCs helped rescue the
laborers, he will offer to hire them as night guards. He
will offer them (20 x APL) gp, but it can be negotiated up
to (50 x APL) gp. He will pay the sum the morning after
the PCs work as night guards. If the PCs accept his offer,
he will ask the PCs to report to him at this pier by dusk
this evening. He will recommend they sleep for the rest
of the day to be prepared. (There is about 8 hours before
dusk.)
If the pier collapsed, then either the PCs or the sailors
will recover the body of the man who was water walking.
He is a cleric of Xerbo who was helping to supervise and
keep an eye on the aquatic animals in the area. The
sailors will call his death a bad omen, fearing the wrath of
the Sea god Xerbo. The foreman worries that the Clerics
death will dishearten the workers, and will seek people to
carry the clerics body to his cathedral. If the PCs helped
rescue the laborers, he will ask them to carry the body to
the cathedral of Xerbo. Otherwise, he will ask sailors to
take the body, but they will steadfastly refuse, creating a
scene and saying, Ah dont want to be the bearer of

bad news to Xerbos Yacht, especially if the bad news


is the dead body of one of their clergy!
Eventually, if the PCs make themselves known to the
foreman, the foreman will ask the PCs to carry the body.
If the PCs ask to be paid to carry the body to the
Cathedral of Xerbo, he will refuse to pay them any
money for the task. He will claim it to be a moral outrage
to extort money from him for performing a moral service.
In reality, he doesnt want to upset the sailors by paying
someone to take the body (they might think he is merely
paying someone to dispose of the corpse dishonestly.)
He will, however, offer to pay them to be night guards at
the above-mentioned rate.
If the PCs offer to carry the corpse of the cleric to the
Cathedral of Xerbo, ask them how they intend to carry a
dead body through the streets of Dyvers. Then continue
to Encounter three: A Man and his Mob.
If the PCs do not carry the corpse of the cleric to the
Cathedral of Xerbo, but accept the job as night guards,
allow them to rest or make whatever preparations they
wish. They have eight hours before dusk. After eight
hours, assuming they report to the pier for guard duty,
continue to Encounter Five: Dock Guard Duty.

Page 6

If the PCs somehow managed to save the cleric from


being killed, he will be very shaken, and will ask them to
accompany him to the cathedral of Xerbo to report to his
superiors about the accident.

Encounter Three: A Man and his


Mob

PCs said Let the poor take care of themselves.


Several of his friends in the crowd will confirm having
heard this, and this will start the mob into violence. The
citizens will be upset, but only Karne and the other
dissidents of the Chaos League will actually attack the
party. If Karne thinks the party is too much for him to
handle, he will use his Quaals Feather Token (whip) on
the party and run away. The peasant and merchants in
the marketplace will scatter and hide once combat breaks
out.

As you travel through the clogged streets of Dyvers to


the Cathedral of Xerbo, you pass by one end of the
busy marketplace. Merchants desperately hawk their
wares, and the streets become more and more
crowded. As you shoulder your way through the
throng of people, suddenly a man points your way
and shouts STOP! You are a perfect example of what
is wrong with this city! He then begins working
through the crowd to reach you.

Karne: male human Rog2: hp 14; See Appendix One.


Dissidents: male humans Rog1 (3); hp 8, 8, 8; See
Appendix One.

The mans name is Karne. He is an unhappy citizen that


has taken up with a group of people, called the Chaos
League, who protest against the government. He has
spotted the party as something to create a scene about for
one of the following reasons:

APL 6 (EL 8)

Theyre carrying a dead body. This makes them


appear to be adventurers and troublemakers.
They might even be cutthroats that feel
confident enough to walk the streets with their
prey.
They look like adventurers (fighting gear, etc.)
Adventurers create more problems than they
solve, and worry storeowners and clergy with
the trouble that follows them around. Its a
common occurrence that a citizen of Dyvers
cant get clerical aid because some group of
adventurers already used up the churchs
abilities.
Theyre just poor souls that Karne is going to
make examples of. He will ask what good they
have done for the common folk, and if they
dont come up with anything, he will argue that
that is what is wrong with the city.
If the PCs are members of a branch of the
Dvyers government, he will demand to know
what they are doing as their civil duty to help
with the homeless and jobless in the city.

After Karne has argued with the PCs for awhile, or he


isnt making any progress, he will claim that one of the

Dock Work

APL 2 (EL 4)

APL 4 (EL 6)
Karne: male human Rog3: hp 20; See Appendix One.
Dissidents: male humans Rog2 (3); hp 14, 14, 14; See
Appendix One.

Karne: male human Rog5: hp 36; See Appendix One.


Dissidents: male humans Rog4 (3); hp 34, 34, 34; See
Appendix One.

APL 8 (EL 10)


Karne: male human Rog7: hp 44; See Appendix One.
Dissidents: male humans Rog5 (4); hp 37, 37, 37, 37;
See Appendix One.

APL 10 (EL 12)


Karne: male human Rog9: hp 56; See Appendix One.
Dissidents: male humans Rog7 (4); hp 52, 52, 52, 52;
See Appendix One.

APL 12 (EL 14)


Karne: male human Rog11: hp 68; See Appendix One.
Dissidents: male humans Rog9 (4); hp 68, 68, 68, 68;
See Appendix One.
Treasure:
APL 2: L: 37 gp; C: 25 gp; M: Everburning Torch
(Value 7 gp per character); Quaals Feather Token (Whip)
(Value 41 gp per character); Potion of Glibness (Value 41
gp per character).
APL 4: L: 37 gp; C: 25 gp; M: Everburning Torch
(Value 7 gp per character); Quaals Feather Token (Whip)
(Value 41 gp per character); Potion of Glibness (Value 41
gp per character); Mithral Chain Shirt (Value 91 gp per
character).
APL 6: L: 37 gp; C: 25 gp; M: Everburning Torch
(Value 7 gp per character); Quaals Feather Token (Whip)

Page 7

(Value 41 gp per character); Potion of Glibness (Value 41


gp per character); Mithral Chain Shirt (Value 91 gp per
character).
APL 8: L: 18 gp; C: 30 gp; M: Everburning Torch
(Value 7 gp per character); Quaals Feather Token (Whip)
(Value 41 gp per character); +1 Sap (Value 191 gp per
character); Potion of Glibness (Value 41 gp per character);
Mithral Chain Shirt (Value 91 gp per character).
APL 10: L: 18 gp; C: 30 gp; M: Everburning Torch
(Value 7 gp per character); Quaals Feather Token (Whip)
(Value 41 gp per character); +1 Merciful Sap (Value 691
gp per character); Potion of Glibness (Value 41 gp per
character); Mithral Chain Shirt (Value 91 gp per
character).
APL 12: L: 18 gp; C: 30 gp; M: Everburning Torch
(Value 7 gp per character); Quaals Feather Token (Whip)
(Value 41 gp per character); +1 Merciful Sap (Value 691
gp per character); Potion of Glibness (Value 41 gp per
character); Mithral Chain Shirt (Value 91 gp per
character).

If the PCs are carrying the body of the cleric of Xerbo,


he will show extreme worry and call for help from several
large sailors. He will direct the sailors to carry the body
below decks, and ask the PCs what happened. Once the
PCs have given an explanation of what has happened, he
will ask them if they can wait while he gets an old hand.
If the PCs are not carrying the clerics body, and the
cleric is alive, he will ask the PCs to wait and he will go
below decks to get an old hand.
If the PCs are not carrying the body of the cleric, and
the cleric is not with them, then they can explain the
situation to the acolyte, who will go below decks to get an
old hand.
After a few minutes a new cleric will show up. Any PCs
that visited the Cathedral of Xerbo while playing DYV2-6
A Crime of Faith will recognize him.
Salinae Mastspinner: male human Clr14; hp 112.

Development: If the PCs defeat the rogues, then they


can turn in the prisoners and/or bodies to the
constabulary. As long as the PCs did not initiate the
combat, there will be plenty of witnesses in the
marketplace to clear their names. If the PCs did initiate
combat, and there are any dead rogues, then the PCs will
be scrutinized by the constabulary. If the PCs are unable
to use Diplomacy (DC 10+APL) to convince the guards,
they may use any favors or influence that might be
appropriate to help clear them of the crime. The chaos
league is an outlaw organization, and therefore guards
will not view this as a very serious crime.

Encounter Four: Help from the


Cathedral of Xerbo
Ahead, docked at the edge of the street is a huge
sailing vessel. It stretches over 100 feet in length, and
has an ornately carved dragon turtle on its bow.
There is a crowd of disheveled-looking paupers
sitting and milling around nearby. In the waters
surrounding the vessel are innumerable skiffs, rafts,
and small boats that are tied to it. As you move past
through the dingy crowd, you see several gangplanks
that lead onto the ship.
This is the cathedral of Xerbo. As the PCs walk across
the gangplanks, an acolyte will work his way across the
crowded deck of the ship to greet them.

Salinae will greet any PCs he has met before, and then
ask the PCs to explain what happened at the pier to him.
He will seem intensely interested, and will thank the PCs
for bringing the matter to the attention of the church.
He will offer to have the PCs put under the effects of a
water breathing spell if they work as night guards and
watch the pier tonight. He also asks the PCs to visit the
cathedral tomorrow. With that, he will go below decks.
If the PCs ask for non-healing spells to be cast on them,
Salinae will sadly refuse to help them. He will point out
the numerous poor along the pier, and state that all
clerical aid possible must be directed towards the needy.
He will state that the only reason he can offer water
breathing is that it is one of Xerbos special blessings.
(Water breathing is a domain spell for many of the priests
of Xerbo, and thus they cant replace it with other spells.)

If the PCs managed to save the cleric of Xerbo from


being killed in the pier collapse, he will vigorously thank
the PCs and wish them luck. He wont cast any spells on
the PCs, however, as the homeless are nearby and in great
need.

Encounter Five: Dock Guard


Duty
Sunset is about ten hours after the pier collapse.
Therefore the PCs should have had enough time to rest

Dock Work

Page 8

during the day so they will not be exhausted in the


morning. If they went to the cathedral of Xerbo and
reported the accident, then they can visit the cathedral
shortly before sunset and get water breathing (as a 6thlevel caster, lasting 12 hours) cast on them before they
report to the docks.
At sunset, some carpenters are still trying to get a little
more work done, but most are packing up tools and
supplies. The foreman will greet the PCs, and thank
them for their help earlier. He will then walk with the
PCs from one end of the pier to the other, explaining
where the pier is finished and where it is still unstable.
He will remind the PCs that the nearest constable station
is quite some ways away, and they should be very careful.
Then he will bid them good evening and make his way
home.
About four hours after sunset, the crocodile(s) will begin
to swim up to the pier. They will start attacking the pier
about midway from shore, right where the earlier
collapse was.

APL 2 (EL 2)
Crocodile: hp 27 ; see Monster Manual.

APL 4 (EL 4)
Giant Crocodile: hp 66; see Monster Manual.

APL 6 (EL 6)
Giant crocodiles (2) : hp 66, 64; see Monster Manual.

APL 8 (EL 8)
Advanced giant crocodiles (14HD) (2): hp 129, 125;
See Appendix One.

When the PCs go to the Cathedral of Xerbo, continue to


Encounter six.

Encounter Six: Divine Direction


If the PCs arrive at night, an acolyte will meet the PCs.
The acolyte will not awaken Salinae, since Salinae needs
his rest to have the spells he wishes to cast the next day.
The PCs may receive healing spells from the priests that
are awake at night, however.
In the morning, Salinae will anxiously meet the PCs.
When he first awoke, he cast Commune, and has a
possible lead on the saboteur. In the toothy waters

near a sunken shell rests the head of your worries.


He believes this refers to a small island amidst some
coastal reefs. He will ask the PCs to go to the island and
look for more clues, and possibly the saboteur.
If the PCs do not have a boat of their own, Salinae will
offer to find a small boat with a crew to take the PCs to
the coastal reefs. The reefs are a dangerous place to sail,
and he does not recommend anyone try to sail a boat if
they arent skilled professionals (meaning they have
ranks in Profession: Sailor.)

Encounter Seven: The Island


If the PCs choose to sail on their own, they will need to
make a Knowledge (geography), Profession (sailor), or
Profession (navigator) check (DC 10+APL) to navigate to
the island. They will also need to make three Profession
(sailor) checks (DC 13+APL) to prevent from wrecking
on the reefs. If no PCs has Profession (sailor), then have
the person guiding the vessel make three Dexterity
checks (DC 20+APL) to prevent from wrecking on the
reefs.

APL 10 (EL 9)
Advanced giant crocodile (14HD) [3]: hp 129, 128,
130; See Appendix One.

APL 12 (EL 10)


Advanced giant crocodiles (14HD) (4): hp 129, 127,
125, 124; See Appendix One.
After the crocodiles are defeated, the rest of the night
passes uneventfully. In the morning the foreman arrives
and pays the PCs for their work. He will be shocked at
the crocodile attack, and recommend the PCs visit the
Cathedral of Xerbo and ask their advice. If the PCs ask to
work as night guards again, the foreman will refuse them,
stating that he is now sufficiently worried enough to
request the military for help.

Dock Work

Once the PCs have found the island, they find it is a


very small (roughly 50 feet in diameter) and has nothing
on it. A successful search check (DC 10+APL) will reveal
an underwater cave entrance amidst the reef, however.
The water is only 20 feet deep around the entrance. The
entrance leads into a tunnel that is roughly 10 feet in
diameter. 20 feet inside the cave entrance, the cave
tunnel slopes up and emerges into an air pocket under
the island. Within the next 20 feet, the tunnel rises high
enough that the water is only 1 foot deep. The tunnel
winds for about 50 feet after that, and then opens up into
a large cavern that is 50 feet in diameter.
The entrance to the cavern has 3 five-foot wide steps
leading down, and then the water is 30 feet deep. On the
far side of the cavern is a small 10-foot by 5-foot ledge

Page 9

with what appears to be a stone font upon it. There is also


a symbol of a dragon turtle on the stone font. The PCs
may notice the symbol with a successful Spot check (DC
15+APL), and recognize it fairly easily as a symbol of
Xerbo, which they have seen recently at the Cathedral of
Xerbo. As soon as any of the PCs enter the room, the
water elementals guarding the room attack them.

APL 2 (EL 3)
Small Water Elementals (2): hp 15,13; see Monster
Manual.

APL 4 (EL 5)
Medium Water Elementals (2): hp 35,33; see Monster
Manual.

APL 6 (EL 7)
Large Water Elementals (2): hp 75,70; see Monster
Manual.

APL 8 (EL 9)
Huge Water Elementals (2): hp 158,152; see Monster
Manual.

APL 10 (EL 11)


Greater Water Elemental: hp 213; see Monster
Manual.
Huge Water Elementals (2): hp 158,152; see Monster
Manual.

APL 12 (EL 12)


Elder Water Elemental: hp 243; see Monster Manual.
Greater Water Elemental: hp 213; see Monster
Manual.
After the PCs have defeated the Water elementals, they
can search the cavern for clues to its inhabitant. The
symbol of Xerbo is obvious, but the PCs may also find
some treasure if they search in the cloudy water of the
water font (Search DC 15+APL). Inside the water font are
several scrolls sealed in wax, a potion, a wand, and
perhaps a few other things (see treasure summary below.)
If the PCs choose to wait and see if the resident of the
cave returns, allow them to wait as long as they want, but
no one comes.
If the PCs have not wrecked their boat, they easily travel
back to the city of Dyvers. If they did wreck their boat,
they will have to repair it, which will take a few days. If
you have time, feel free to draw out this point, and make
them feel stranded to some extent. If the PCs choose to
swim to land and walk to Dyvers, they meet up with a
wagon after a day, and can be in Dyvers the next day if

Dock Work

they pay (5xAPL) gp to the wagon owner. Otherwise, it


will take them 3 days to walk to Dyvers.

Treasure:
APL 2: L: 0 gp; C: 0 gp; M: Potion of Water Breathing
(Value 62 gp per character); Wand of Cure Light Wounds
(Value 62 gp per character); Divine Scroll of Obscuring
Mist (Value 2 gp per character); Divine Scroll of Summon
Monster I (Value 2 gp per character); Divine Scroll of
Calm Animals (Value 2 gp per character); Divine Scroll of
Endure Elements (cold) (Value 2 gp per character);
Divine Scroll of Sanctuary (Value 2 gp per character).
APL 4: L: 0 gp; C: 0 gp; M: Potion of Water Breathing
(Value 62 gp per character); Wand of Cure Light Wounds
(Value 62 gp per character); Divine Scroll of Obscuring
Mist (Value 2 gp per character); Divine Scroll of Summon
Monster I (Value 2 gp per character); Divine Scroll of
Calm Animals (Value 2 gp per character); Divine Scroll of
Endure Elements (cold) (Value 2 gp per character);
Divine Scroll of Sanctuary (Value 2 gp per character);
Dvine Scroll of Fog Cloud (Value 12 gp per character).
APL 6: L: 0 gp; C: 0 gp; M: Potion of Water Breathing
(Value 62 gp per character); Wand of Cure Light Wounds
(Value 62 gp per character); Divine Scroll of Obscuring
Mist (Value 2 gp per character); Divine Scroll of Summon
Monster I (Value 2 gp per character); Divine Scroll of
Calm Animals (Value 2 gp per character); Divine Scroll of
Endure Elements (cold) (Value 2 gp per character);
Divine Scroll of Sanctuary (Value 2 gp per character);
Dvine Scroll of Fog Cloud (Value 12 gp per character);
Divine Scroll of Bestow Curse (Value 31 gp per
character); Divine Scroll of Water Breathing (Value 31 gp
per character); Quaals Feather Token (Swan Boat) (Value
37 gp per character).
APL 8: L: 0 gp; C: 0 gp; M: Potion of Water Breathing
(Value 62 gp per character); Wand of Cure Light Wounds
(Value 62 gp per character); Divine Scroll of Obscuring
Mist (Value 2 gp per character); Divine Scroll of Summon
Monster I (Value 2 gp per character); Divine Scroll of
Calm Animals (Value 2 gp per character); Divine Scroll of
Endure Elements (cold) (Value 2 gp per character);
Divine Scroll of Sanctuary (Value 2 gp per character);
Dvine Scroll of Fog Cloud (Value 12 gp per character);
Divine Scroll of Bestow Curse (Value 31 gp per
character); Divine Scroll of Water Breathing (Value 31 gp
per character); Quaals Feather Token (Swan Boat) (Value
37 gp per character); Divine Scroll of Control Water
(Value 58 gp per character); Divine Scroll of Summon
Monster IV (Value 58 gp per character); Divine Scroll of
Spell Immunity (Value 58 gp per character).
APL 10: L: 0 gp; C: 0 gp; M: Potion of Water
Breathing (Value 62 gp per character); Wand of Cure
Light Wounds (Value 62 gp per character); Divine Scroll
Page 10

of Obscuring Mist (Value 2 gp per character); Divine


Scroll of Summon Monster I (Value 2 gp per character);
Divine Scroll of Calm Animals (Value 2 gp per character);
Divine Scroll of Endure Elements (cold) (Value 2 gp per
character); Divine Scroll of Sanctuary (Value 2 gp per
character); Dvine Scroll of Fog Cloud (Value 12 gp per
character); Divine Scroll of Bestow Curse (Value 31 gp
per character); Divine Scroll of Water Breathing (Value
31 gp per character); Quaals Feather Token (Swan Boat)
(Value 37 gp per character); Divine Scroll of Control
Water (Value 58 gp per character); Divine Scroll of
Summon Monster IV (Value 58 gp per character); Divine
Scroll of Spell Immunity (Value 58 gp per character);
Ring of Sustenance (Value 208 gp per character).
APL 12: L: 0 gp; C: 0 gp; M: Potion of Water
Breathing (Value 62 gp per character); Wand of Cure
Light Wounds (Value 62 gp per character); Divine Scroll
of Obscuring Mist (Value 2 gp per character); Divine
Scroll of Summon Monster I (Value 2 gp per character);
Divine Scroll of Calm Animals (Value 2 gp per character);
Divine Scroll of Endure Elements (cold) (Value 2 gp per
character); Divine Scroll of Sanctuary (Value 2 gp per
character); Dvine Scroll of Fog Cloud (Value 12 gp per
character); Divine Scroll of Bestow Curse (Value 31 gp
per character); Divine Scroll of Water Breathing (Value
31 gp per character); Quaals Feather Token (Swan Boat)
(Value 37 gp per character); Divine Scroll of Control
Water (Value 58 gp per character); Divine Scroll of
Summon Monster IV (Value 58 gp per character); Divine
Scroll of Spell Immunity (Value 58 gp per character);
Ring of Sustenance (Value 208 gp per character); Stone of
Good Luck (Value 833 gp per character).

Conclusion
If the PCs go to the The Cathedral of Xerbo, Salinae will
be very worried about the symbol of Xerbo in the
underwater cavern. Salinae will speak to several other
priests about it, and will ask the party to meet him in a
room below decks of the Cathedral.

Friends, I thank you for lookin in on this matter.


We find ourselves in a gruff place just now. Until we
find out just why the cavern was marked with the
turtle, Id like to ask ya to keep this quiet. If you can
keep this between us, Ill offer Xerbos favor, and Id
even be willin ta cut ya a deal on some of our trades.
Would you be willing to do me this favor?
If the PCs ask for money, Salinae will tell the PCs that
the gold he could offer pales in comparison to the trading
discount he could offer instead.

Dock Work

If any of the PCs tell another organization or person that


the saboteurs cave had a symbol of Xerbo on it, the
rumor will spread and the Cathedral of Xerbo will revoke
their offered discount on trading.
Note to Judges: Marking the adventure cert
If ANY of the PCs tells anyone outside the party or the
cathedral of Xerbo about the markings of Xerbo in the
cave, then all the PCs get the enmity of Xerbo.
If the PCs do not tell anyone about the markings of
Xerbo in the cave, then the PCs receive the trade pact
with the Cathedral of Xerbo.
If the PCs combat the Karne and his mob, they receive
the enmity of the Chaos League.

The End

Experience Point Summary


To award experience for this adventure, add up the values
for the objectives accomplished. Then assign the
experience award. Award the total value (objectives plus
roleplaying) to each character.

Encounter One: Dock Collapse


Rescue the Laborers and avoid being hurt
All APLs

90 xp

Encounter Three: A Man and his Mob


Defeating, calming, or escaping the mob.
APL 2
APL 4
APL 6
APL 8
APL 10
APL 12

120 xp
180 xp
240 xp
300 xp
360 xp
420 xp

Encounter Five: Dock Guard Duty


Defeating the crocodiles attacking the dock.
APL 2
APL 4
APL 6
APL 8
APL 10
APL 12

60 xp
120 xp
180 xp
240 xp
270 xp
300 xp

Encounter Seven: The Island


Defeating the elementals in the cave.
APL 2
APL 4

90 xp
150 xp

Page 11

APL 6
APL 8
APL 10
APL 12

210 xp
270 xp
330 xp
360 xp

Role-Playing experience
APL 2
APL 4
APL 6
APL 8
APL 10
APL 12

90 xp
135 xp
180 xp
225 xp
270 xp
315 xp

the end of the adventure, its total is subtracted from the


adventure totals below.
Once you have subtracted the value for unclaimed treasure
from each encounter add it up and that is the number of
gold pieces a characters total and coin value increase at the
end of the adventure. Write the total in the GP Gained
field of the adventure certificate. Because this is a Regional
scenario, characters may spend additional Time Units to
practice professions or create items immediately after the
adventure so this total may be modified by other
circumstances.

Treasure Key:
Total possible experience
APL 2
APL 4
APL 6
APL 8
APL 10
APL 12

450 xp
675 xp
900 xp
1,125 xp
1,320 xp
1,485 xp

Treasure Summary
During an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Every
encounter that features treasure has a treasure section
within the encounter description, giving information
about the loot, coins, and magic items that make up the
encounters treasure.
The loot total is the number of gold pieces each character
gains if the foes are plundered of all their earthly
possessions. Looting the bodies takes at least 10 minutes
per every 5 enemies, and if the characters cannot take the
time to loot the bodies, they do not gain this gold. If you
feel it is reasonable that characters can go back to loot the
bodies, and those bodies are there (i.e., not carted off by
dungeon scavengers, removed from the scene by the local
watch, and so on), characters may return to retrieve loot. If
the characters do not loot the body, the gold piece value for
the loot is subtracted from the encounter totals given
below.
The coin total is the number of gold pieces each character
gains if they take the coin available. A normal adventuring
party can usually gather this wealth in a round or so. If for
some reason, they pass up this treasure, the coin total is
subtracted from the encounter totals given below.
Next, the magic items are listed. Magic item treasure is the
hardest to adjudicate, because they are varied and because
characters may want to use them during the adventure.
Many times characters must cast identify, analyze
dweomer or similar spell to determine what the item does
and how to activate it. Other times they may attempt to
use the item blindly. If the magic item is consumable (a
potion, scroll, magic bolts, etc.) and the item is used before

Dock Work

L = Looted gear from the enemy; C = Coin, Gems, Jewelry,


and other valuables; M = Magic Items.

Encounter 3: A Man and his Mob


Defeat the mob.
APL 2: L: 37 gp; C: 25 gp; M: Everburning Torch
(Value 7 gp per character); Quaals Feather Token (Whip)
(Value 41 gp per character); Potion of Glibness (Value 41
gp per character).
APL 4: L: 37 gp; C: 25 gp; M: Everburning Torch
(Value 7 gp per character); Quaals Feather Token (Whip)
(Value 41 gp per character); Potion of Glibness (Value 41
gp per character); Mithral Chain Shirt (Value 91 gp per
character).
APL 6: L: 37 gp; C: 25 gp; M: Everburning Torch
(Value 7 gp per character); Quaals Feather Token (Whip)
(Value 41 gp per character); Potion of Glibness (Value 41
gp per character); Mithral Chain Shirt (Value 91 gp per
character).
APL 8: L: 18 gp; C: 30 gp; M: Everburning Torch
(Value 7 gp per character); Quaals Feather Token (Whip)
(Value 41 gp per character); +1 Sap (Value 191 gp per
character); Potion of Glibness (Value 41 gp per character);
Mithral Chain Shirt (Value 91 gp per character).
APL 10: L: 18 gp; C: 30 gp; M: Everburning Torch
(Value 7 gp per character); Quaals Feather Token (Whip)
(Value 41 gp per character); +1 Merciful Sap (Value 691
gp per character); Potion of Glibness (Value 41 gp per
character); Mithral Chain Shirt (Value 91 gp per
character).
APL 12: L: 18 gp; C: 30 gp; M: Everburning Torch
(Value 7 gp per character); Quaals Feather Token (Whip)
(Value 41 gp per character); +1 Merciful Sap (Value 691
gp per character); Potion of Glibness (Value 41 gp per
character); Mithral Chain Shirt (Value 91 gp per
character).

Encounter 5: Dock Guard Duty


Getting paid to work as night guards on the docks.
APL 2: C: 100 gp

Page 12

APL 4: C: 200 gp
APL 6: C: 300 gp
APL 8: C: 400 gp
APL 10: C: 500 gp
APL 12: C: 600 gp

Encounter 7: The Sunken Island


Searching the cave.
APL 2: L: 0 gp; C: 0 gp; M: Potion of Water Breathing
(Value 62 gp per character); Wand of Cure Light Wounds
(Value 62 gp per character); Divine Scroll of Obscuring
Mist (Value 2 gp per character); Divine Scroll of Summon
Monster I (Value 2 gp per character); Divine Scroll of
Calm Animals (Value 2 gp per character); Divine Scroll of
Endure Elements (cold) (Value 2 gp per character);
Divine Scroll of Sanctuary (Value 2 gp per character).
APL 4: L: 0 gp; C: 0 gp; M: Potion of Water Breathing
(Value 62 gp per character); Wand of Cure Light Wounds
(Value 62 gp per character); Divine Scroll of Obscuring
Mist (Value 2 gp per character); Divine Scroll of Summon
Monster I (Value 2 gp per character); Divine Scroll of
Calm Animals (Value 2 gp per character); Divine Scroll of
Endure Elements (cold) (Value 2 gp per character);
Divine Scroll of Sanctuary (Value 2 gp per character);
Dvine Scroll of Fog Cloud (Value 12 gp per character).
APL 6: L: 0 gp; C: 0 gp; M: Potion of Water Breathing
(Value 62 gp per character); Wand of Cure Light Wounds
(Value 62 gp per character); Divine Scroll of Obscuring
Mist (Value 2 gp per character); Divine Scroll of Summon
Monster I (Value 2 gp per character); Divine Scroll of
Calm Animals (Value 2 gp per character); Divine Scroll of
Endure Elements (cold) (Value 2 gp per character);
Divine Scroll of Sanctuary (Value 2 gp per character);
Dvine Scroll of Fog Cloud (Value 12 gp per character);
Divine Scroll of Bestow Curse (Value 31 gp per
character); Divine Scroll of Water Breathing (Value 31 gp
per character); Quaals Feather Token (Swan Boat) (Value
37 gp per character).
APL 8: L: 0 gp; C: 0 gp; M: Potion of Water Breathing
(Value 62 gp per character); Wand of Cure Light Wounds
(Value 62 gp per character); Divine Scroll of Obscuring
Mist (Value 2 gp per character); Divine Scroll of Summon
Monster I (Value 2 gp per character); Divine Scroll of
Calm Animals (Value 2 gp per character); Divine Scroll of
Endure Elements (cold) (Value 2 gp per character);
Divine Scroll of Sanctuary (Value 2 gp per character);
Dvine Scroll of Fog Cloud (Value 12 gp per character);
Divine Scroll of Bestow Curse (Value 31 gp per
character); Divine Scroll of Water Breathing (Value 31 gp
per character); Quaals Feather Token (Swan Boat) (Value
37 gp per character); Divine Scroll of Control Water
(Value 58 gp per character); Divine Scroll of Summon
Monster IV (Value 58 gp per character); Divine Scroll of
Spell Immunity (Value 58 gp per character).

Dock Work

APL 10: L: 0 gp; C: 0 gp; M: Potion of Water


Breathing (Value 62 gp per character); Wand of Cure
Light Wounds (Value 62 gp per character); Divine Scroll
of Obscuring Mist (Value 2 gp per character); Divine
Scroll of Summon Monster I (Value 2 gp per character);
Divine Scroll of Calm Animals (Value 2 gp per character);
Divine Scroll of Endure Elements (cold) (Value 2 gp per
character); Divine Scroll of Sanctuary (Value 2 gp per
character); Dvine Scroll of Fog Cloud (Value 12 gp per
character); Divine Scroll of Bestow Curse (Value 31 gp
per character); Divine Scroll of Water Breathing (Value
31 gp per character); Quaals Feather Token (Swan Boat)
(Value 37 gp per character); Divine Scroll of Control
Water (Value 58 gp per character); Divine Scroll of
Summon Monster IV (Value 58 gp per character); Divine
Scroll of Spell Immunity (Value 58 gp per character);
Ring of Sustenance (Value 208 gp per character).
APL 12: L: 0 gp; C: 0 gp; M: Potion of Water
Breathing (Value 62 gp per character); Wand of Cure
Light Wounds (Value 62 gp per character); Divine Scroll
of Obscuring Mist (Value 2 gp per character); Divine
Scroll of Summon Monster I (Value 2 gp per character);
Divine Scroll of Calm Animals (Value 2 gp per character);
Divine Scroll of Endure Elements (cold) (Value 2 gp per
character); Divine Scroll of Sanctuary (Value 2 gp per
character); Dvine Scroll of Fog Cloud (Value 12 gp per
character); Divine Scroll of Bestow Curse (Value 31 gp
per character); Divine Scroll of Water Breathing (Value
31 gp per character); Quaals Feather Token (Swan Boat)
(Value 37 gp per character); Divine Scroll of Control
Water (Value 58 gp per character); Divine Scroll of
Summon Monster IV (Value 58 gp per character); Divine
Scroll of Spell Immunity (Value 58 gp per character);
Ring of Sustenance (Value 208 gp per character); Stone of
Good Luck (Value 833 gp per character).

Total Possible Treasure


APL 2
APL 4
APL 6
APL 8
APL 10
APL 12

396 gp
599 gp
798 gp
1250 gp
2058 gp
2991 gp

Adventure Cert Information


Trade pact with the Cathedral of Xerbo: You have
agreed to secrecy involving the markings of Xerbo in the
cave. As a result, the Cathedral of Xerbo has promised to
sell you the following items: Pearl of Power (1st-level
spells), Pearl of Power (2nd-level spells), Pearl of Power
(3rd-level spells), Folding Boat, Necklace of Prayer Beads
(Blessing), Ring of Swimming, Potion of Unerring

Page 13

Direction, Potion of Cure Light Wounds, Plate Armor of


the Deep. If you ever tell anyone outside of the cathedral
about the markings, this pact is voided, and you instead
receive the enmity of the Cathedral of Xerbo.
(Frequency: Regional).
Enmity of the Dyvers Cathedral of Xerbo: You have
spread word that the threat to the docks is linked to
followers of Xerbo. As a result, all clerics affiliated with
the Cathedral of Xerbo in Dyvers are upset with you. You
may not receive any healing from them, and they will
refuse to trade with you. You also suffer a 4
circumstance penalty to all diplomacy checks made with
clerics in the Dyvers cathedral of Xerbo.
Enmity of the Chaos League: You have made a stand
against a gang of troublemakers from this organization.
You cannot join this organization, and its members will
consider you their enemy. This enmity may be cancelled
out by using a favor of the Chaos League.

Dock Work

Page 14

Appendix One: NPCS


Encounter One: Dock Collapse!
Laborers, male human Com1: CR ; Medium-size
humanoid (human); HD 1d4 + 2; hp 6; Init +0; Spd 30
ft; AC 10; Atk +3 melee (1d3 +3 subdual, unarmed); AL
N; SV Fort +1, Ref +0, Will 1; Str 16, Dex 10, Con 14,
Int 8, Wis 9, Cha 8.
Skills and Feats: Climb +7, Swim +4; Endurance.
Possessions: Peasants Outfit, waterskin, hammer,
nails.

Encounter Three: A Man and his Mob


APL 2 (EL 4)
Karne, male human Rog2: CR 2; medium-size
humanoid (human); HD 2d6+4; hp 14; Init +6; Spd 30
ft.; AC 14 (+2 dex, +2 armor); Atk +3 melee (1d6+1
subdual, masterwork sap) or +3 ranged (1d6, shortbow);
SA: Sneak Attack +1d6; SQ: Evasion; AL CN; SV Fort
+2, Ref +5, Will -1; Str 12, Dex 15, Con 14, Int 10, Wis
8, Cha 15.
Skills and Feats: Bluff +9, Diplomacy +11, Gather
Information +7, Innuendo +6, Intimidate +11, Read
Lips +5, Sense Motive +4, Spot +4, Tumble +7;
Improved Initiative, Persuasive.
Possessions: 10gp, Shortbow, 60 arrows, masterwork
sap, leather armor, Everburning Torch, Quaals Feather
Token (whip), Potion of Glibness.
Dissident, male human Rog1: CR 1; medium-size
humanoid (human); HD 1d6+2; hp 8; Init +7; Spd 30 ft.;
AC 16 (+3 dex, +3 armor); Atk +2 melee (1d6+2, short
sword) or +3 ranged (1d6, shortbow); SA Sneak Attack
+1d6; AL CN; SV Fort +2, Ref +5, Will 1; Str 15, Dex
16, Con 15, Int 10, Wis 8, Cha 8.
Skills and Feats: Bluff +3, Climb +5, Disguise +3,
Escape Artist +7, Hide +7, Innuendo +3, Jump +5,
Move Silently +7, Tumble +7; Dodge, Improved
Initiative.
Possessions: 4gp, Shortbow, 60 arrows, short sword,
studded leather armor.

APL 4 (EL 6)
Karne, male human Rog3: CR 3; medium-size
humanoid (human); HD 3d6+6; hp 20; Init +6; Spd 30
ft.; AC 16 (+2 dex, +4 armor); Atk +4 melee (1d6+1
subdual, masterwork sap) or +4 ranged (1d6, shortbow);
SA: Sneak Attack +2d6; SQ: Evasion, Uncanny Dodge
(Dex Bonus to AC); AL CN; SV Fort +3, Ref +5, Will +0;
Str 12, Dex 15, Con 14, Int 10, Wis 8, Cha 15.

Dock Work

Skills and Feats: Bluff +10, Diplomacy +14, Gather


Information +10, Innuendo +7, Intimidate +12, Read
Lips +6, Sense Motive +5, Spot +5, Tumble +8;
Improved Initiative, Persuasive, Trustworthy.
Possessions: Shortbow, 60 arrows, masterwork sap,
mithral chain shirt, Everburning Torch, Quaals
Feather Token (whip), Potion of Glibness.
Dissident, male human Rog2: CR 2; medium-size
humanoid (human); HD 2d6+4; hp 14; Init +7; Spd 30
ft.; AC 16 (+3 dex, +3 armor); Atk +3 melee (1d6+2,
short sword) or +4 ranged (1d6, shortbow); SA Sneak
Attack +1d6; SQ: Evasion; AL CN; SV Fort +2, Ref +6,
Will 1; Str 15, Dex 16, Con 15, Int 10, Wis 8, Cha 8.
Skills and Feats: Bluff +4, Climb +6, Diplomacy +1,
Disguise +6, Escape Artist +8, Hide +8, Innuendo +4,
Jump +8, Move Silently +8, Tumble +10; Dodge,
Improved Initiative.
Possessions: 4gp, Shortbow, 60 arrows, short sword,
studded leather armor.

APL 6 (EL 8)
Karne, male human Rog5: CR 5; medium-size
humanoid (human); HD 5d6+10; hp 36; Init +6; Spd 30
ft.; AC 16 (+2 dex, +4 armor); Atk +5 melee (1d6+1
subdual, masterwork sap) or +5 ranged (1d6, shortbow);
SA: Sneak Attack +3d6; SQ: Evasion, Uncanny Dodge
(Dex Bonus to AC); AL CN; SV Fort +3, Ref +6, Will +0.
Str 12, Dex 15, Con 14, Int 10, Wis 8, Cha 16.
Skills and Feats: Bluff +13, Diplomacy +17, Gather
Information +13, Innuendo +9, Intimidate +15, Read
Lips +8, Sense Motive +7, Spot +7, Tumble +10;
Improved Initiative, Persuasive, Trustworthy.
Possessions: 10 gp, Shortbow, 60 arrows, masterwork
sap, Mithral chain shirt, Everburning Torch, Quaals
Feather Token (whip), Potion of Glibness.
Dissident, male human Rog4: CR 4; medium-size
humanoid (human); HD 4d6+12; hp 34; Init +7; Spd 30
ft.; AC 16 (+3 dex, +3 armor); Atk +5 melee (1d6+2,
short sword) or +6 ranged (1d6, shortbow); SA Sneak
Attack +2d6; SQ: Evasion, Uncanny Dodge (dex bonus
to AC); AL CN; SV Fort +4, Ref +7, Will +0; Str 15, Dex
16, Con 16, Int 10, Wis 8, Cha 8.
Skills and Feats: Bluff +6, Climb +8, Diplomacy +1,
Disguise +8, Escape Artist +10, Hide +10, Innuendo +6,
Jump +10, Move Silently +10, Tumble +12; Dodge,
Improved Initiative, Mobility.
Possessions: 4gp, Shortbow, 60 arrows, short sword,
studded leather armor.

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APL 8 (EL 10)


Karne, male human Rog7: CR 7; medium-size
humanoid (human); HD 7d6+14; hp 44; Init +6; Spd 30
ft.; AC 16 (+2 dex, +4 armor); Atk +7 melee (1d6+2
subdual, +1 sap) or +7 ranged (1d6, shortbow); SA:
Sneak Attack +4d6; SQ: Evasion, Uncanny Dodge (Dex
Bonus to AC, cant be flanked); AL CN; SV Fort +4, Ref
+7, Will +1.
Str 12, Dex 15, Con 14, Int 10, Wis 8, Cha 16.
Skills and Feats: Bluff +15, Diplomacy +19, Gather
Information +15, Innuendo +11, Intimidate +17, Read
Lips +10, Sense Motive +9, Spot +9, Tumble +12;
Improved
Initiative,
Leadership,
Persuasive,
Trustworthy.
Possessions: 10 gp, Shortbow, 60 arrows, +1 sap,
Mithral chain shirt, Everburning Torch, Quaals
Feather Token (whip), Potion of Glibness.
Dissident, male human Rog5: CR 5; medium-size
humanoid (human); HD 5d6+15; hp 37; Init +7; Spd 30
ft.; AC 16 (+3 dex, +3 armor); Atk +5 melee (1d6+2,
short sword) or +6 ranged (1d6, shortbow); SA Sneak
Attack +3d6; SQ: Evasion, Uncanny Dodge (dex bonus
to AC); AL CN; SV Fort +4, Ref +7, Will +0; Str 15,
Dex 16, Con 16, Int 10, Wis 8, Cha 8.
Skills and Feats: Bluff +7, Climb +9, Diplomacy +1,
Disguise +9, Escape Artist +11, Hide +11, Innuendo +7,
Jump +11, Move Silently +11, Tumble +13; Dodge,
Improved Initiative, Mobility.
Possessions: 4gp, Shortbow, 60 arrows, short sword,
studded leather armor.

APL 10 (EL 12)


Karne, male human Rog9: CR 9; medium-size
humanoid (human); HD 9d6+18; hp 56; Init +7; Spd 30
ft.; AC 17 (+3 dex, +4 armor); Atks +8/+3 melee (2d6+2
subdual, +1 merciful sap) or +9 ranged (1d6, shortbow);
SA: Hamstring, Sneak Attack +5d6; SQ: Evasion,
Uncanny Dodge (Dex Bonus to AC, cant be flanked);
AL CN; SV Fort +5, Ref +9, Will +2.
Str 12, Dex 16, Con 14, Int 10, Wis 8, Cha 16.
Skills and Feats: Bluff +17, Diplomacy +21, Gather
Information +17, Innuendo +13, Intimidate +19, Read
Lips +12, Sense Motive +11, Spot +11, Tumble +15;
Hamstring,
Improved
Initiative,
Leadership,
Persuasive, Trustworthy.
Possessions: 10 gp, Shortbow, 60 arrows, +1 merciful
sap, Mithral chain shirt, Everburning Torch, Quaals
Feather Token (whip), Potion of
Glibness.
Dissident, male human Rog7: CR 7; medium-size
humanoid (human); HD 7d6+21; hp 52; Init +7; Spd 30

Dock Work

ft.; AC 16 (+3 dex, +3 armor); Atk +7 melee (1d6+2,


short sword) or +8 ranged (1d6, shortbow); SA Sneak
Attack +4d6; SQ: Evasion, Uncanny Dodge (dex bonus
to AC, cant be flanked); AL CN; SV Fort +5, Ref +8,
Will +1; Str 15, Dex 16, Con 16, Int 10, Wis 8, Cha 8.
Skills and Feats: Bluff +9, Climb +11, Diplomacy +1,
Disguise +11, Escape Artist +13, Hide +13, Innuendo
+9, Jump +13, Move Silently +13, Tumble +15; Dodge,
Improved Initiative, Mobility, Spring Attack.
Possessions: 4gp, Shortbow, 60 arrows, short sword,
studded leather armor.

APL 12 (EL 14)


Karne, male human Rog11: CR 11; medium-size
humanoid (human); HD 11d6+22; hp 68; Init +7; Spd
30 ft.; AC 17 (+3 dex, +4 armor); Atks +10/+5 melee
(2d6+2 subdual, +1 merciful sap) or +11 ranged (1d6,
shortbow); SA: Hamstring, Sneak Attack +6d6; SQ:
Evasion, Slippery Mind, Uncanny Dodge (Dex Bonus
to AC, cant be flanked, +1 against traps); AL CN; SV
Fort +5, Ref +10, Will +2.
Str 12, Dex 16, Con 14, Int 10, Wis 8, Cha 16.
Skills and Feats: Bluff +19, Diplomacy +23, Gather
Information +19, Innuendo +15, Intimidate +21, Read
Lips +14, Sense Motive +13, Spot +13, Tumble +17;
Hamstring,
Improved
Initiative,
Leadership,
Persuasive, Trustworthy.
Possessions: 10 gp, Shortbow, 60 arrows, +1 merciful
sap, Mithral chain shirt, Everburning Torch, Quaals
Feather Token (whip), Potion of Glibness.
Dissident, male human Rog9: CR 9; medium-size
humanoid (human); HD 9d6+27; hp 68; Init +7; Spd 30
ft.; AC 16 (+3 dex, +3 armor); Atk +9/+4 melee (1d6+3,
short sword) or +9/+4 ranged (1d6, shortbow); SA
Sneak Attack +5d6; SQ: Evasion, Uncanny Dodge (dex
bonus to AC, cant be flanked); AL CN; SV Fort +6, Ref
+9, Will +2; Str 16, Dex 16, Con 16, Int 10, Wis 8, Cha 8.
Skills and Feats: Bluff +11, Climb +13, Diplomacy +1,
Disguise +13, Escape Artist +15, Hide +15, Innuendo
+11, Jump +15, Move Silently +15, Tumble +17;
Combat Reflexes, Dodge, Improved Initiative,
Mobility, Spring Attack.
Possessions: 4gp, Shortbow, 60 arrows, short sword,
studded leather armor.

Encounter Five: Dock Guard Duty


Advanced giant crocodile: CR 6; Huge Animal; HD
14d8 + 56; hp 118; Init +1 (+1 Dex); Spd 20 ft., swim 30
ft.; AC 16 (-2 size, +1 Dex, +7 natural); Atk +16 melee
(2d8+12, bite), or +16 melee (1d12+12, tail slap); 10 ft.
by 20 ft./10ft.; SA Improved Grab; AL N; SV Fort +13,

Page 16

Ref +10, Will +5; Str 27, Dex 12, Con 19, Int 1, Wis 12,
Cha 2.
Skills: Hide +2*, Listen +5, Spot +5.
Improved Grab (Ex): To use this ability, the giant
crocodile must hit a Large or smaller size opponent
with its bite attack. If it gets a hold, the crocodile grabs
the opponent with its mouth and drags it into deep
water, attempting to pin it to the bottom. The
crocodile automatically deals bite damage each round it
maintains the pin.
Skills: *A crocodile gains a +12 racial bonus to hide
checks when submerged.

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Page 17

Appendix Two: Builder book feats and Prestige Classes


Feats:
Hamstring: (from p.39 of Song & Silence) If you hit
with a sneak attack, you may choose to forgo +2d6 of
your sneak attack damage to reduce your opponents
land speed by half. Other forms of movement (fly,
burrow, and so forth) arent affected. The speed
reduction ends when the target receives healing (a
successful Heal check, any cure spell, or other magical
healing) or after 24 hours, whichever comes first. A
hamstring attack does not slow creatures that are
immune to sneak attack damage or those that have
either no legs at all or more than four legs. It takes two
successful hamstring attacks to affect a quadruped.
Persuasive: (from p. 40 of Song & Silence) You gain a
+2 bonus on all Bluff and Intimidate checks.
Trustworthy: (from p. 40 of Song & Silence) You gain
a +2 bonus on all Diplomacy and Gather Information
checks.

Magic Items:
Merciful weapon enhancement: (from p. 76 of Sword
& Fist) the weapon deals +1d6 points of damage, and
all damage it deals is subdual damage. On command,
the weapon suppresses this ability until commanded to
resume it. Bows crossbows and slings so enchanted
estow the merciful effect upon their ammunition.

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Judges Map #1: The Free and Independent City of Dyvers

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Page 19

Judges Handout #2: Side view of the Pier

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Page 20

Judges Map #3: The Cavern

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Page 21

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